Wo Long: Fallen Dynasty

Wo Long: Fallen Dynasty

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hold r1/right bumper & press a direction on the d pad to switch wizard spells
this should be a thing, right? it's something they should add if it's not already in, i mean. i wanna be able to equip and cast more spells. i'd love to have a full set of 4 different weapon enchant spells for example and another set for something else and so on.

there are too many spells to only have 4 to choose from. even if they don't wanna give us 16 like the hogwarts legacy game did, i still think at least a second set to swap to for a total of 8 equipped spells should be the standard.
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Showing 1-15 of 17 comments
Sgt art Mar 7, 2023 @ 3:41am 
Nioh 2 had a lot like 12 and options in game menu to add more, buffs lasted way longer too
Nomnom Victory Mar 7, 2023 @ 3:42am 
Yeah being able to have 8 spells instead of 4 would be really nice, I always want to have one set to go through a level and a different set for boss fights.

I see stuff like the stealth/invis spell and wonder when am I ever going to give up a slot for this? I can't use it at the start of the level because it as a high morale requirement and it's not going to help me against bosses at the end of the level. A few extra slot would allow you to actually use some of the more situational spells.
AILAD Mar 7, 2023 @ 3:43am 
No thanks.

Hopefully they don't bring back the 20 buff nonsense from Nioh 2.
Taddy Mason Mar 7, 2023 @ 3:52am 
Originally posted by Nomnom Victory:
Yeah being able to have 8 spells instead of 4 would be really nice, I always want to have one set to go through a level and a different set for boss fights.

I see stuff like the stealth/invis spell and wonder when am I ever going to give up a slot for this? I can't use it at the start of the level because it as a high morale requirement and it's not going to help me against bosses at the end of the level. A few extra slot would allow you to actually use some of the more situational spells.

that morale system is another thing i don't really get about the game. it being tied to the spells seems weirdly restrictive given if you don't have the flags around the map setup yet and your fortitude rank is low enough, slipping up and taking a red attack from an enemy can knock your morale rank back down to being unable to cast certain spells and the morale you get for defeating the enemy is usually less than getting hit with their attack cost you. it's not something that i think adds anything meaningful to the game and only adds what i think are arbitrary restrictions to a lot of the combat that would only be improved if it wasn't there. like not being penalized for taking on an enemy 5+ morale ranks higher than yourself even if you're many real levels above the recommended level for that mission.

more situational spells being able to be used without having to give up your 4 favorite spells you really seem to use the most would be very nice considering how many of that kind of spell there are.
Taddy Mason Mar 7, 2023 @ 3:53am 
Originally posted by RevelationSpace:
No thanks.

Hopefully they don't bring back the 20 buff nonsense from Nioh 2.
it wouldn't be possible with how short the duration of most buffs are. i haven't tried all the spells, but none of the buffs i have used seem to last more than 10 or so seconds. they are quite a bit shorter in duration than i was expecting.
Arani Mar 7, 2023 @ 3:57am 
Originally posted by Sgt art:
Nioh 2 had a lot like 12 and options in game menu to add more, buffs lasted way longer too
... and they were stronger. I mean still way too weak, but stronger. I'm nearly through the game and so far every single weapon buff or otherwise, the dmg resist buffs, the healing buff, the enemy debuffs and status buildups, all of it is just completely useless. Spending half of your total spirit to get a 2% buff for 10 seconds is nowhere near worth the effort.

Luckily there are a few spells that they forgot to balance and kinda make up for it, but while Wo Long has way fewer abilities and less bloat than Nioh 2 did, they both suffer from the same issue of most of the abilities / spells being just useless. Which is a shame. Elden Ring / Dark Souls suffered from far, far too few abilities and spells, but at least there almost every single one packed a punch and was genuinely useful.
Kashra Fall Mar 7, 2023 @ 4:12am 
Originally posted by Arani:
Originally posted by Sgt art:
Nioh 2 had a lot like 12 and options in game menu to add more, buffs lasted way longer too
... and they were stronger. I mean still way too weak, but stronger. I'm nearly through the game and so far every single weapon buff or otherwise, the dmg resist buffs, the healing buff, the enemy debuffs and status buildups, all of it is just completely useless. Spending half of your total spirit to get a 2% buff for 10 seconds is nowhere near worth the effort.

Luckily there are a few spells that they forgot to balance and kinda make up for it, but while Wo Long has way fewer abilities and less bloat than Nioh 2 did, they both suffer from the same issue of most of the abilities / spells being just useless. Which is a shame. Elden Ring / Dark Souls suffered from far, far too few abilities and spells, but at least there almost every single one packed a punch and was genuinely useful.

That's because buffs and damage spells are in the moment type of things, it's why it is all tied to the spirit bar, rather than an entirely different resource. You deflect something, quickly drop earth on your weapon, combo, apply earth and go from there. Vs, spend 30 seconds buffing, go in like you're set up from a cleric/druid in WoW and be virtually unkillable and when you do die, instantly ressurect and drop attack the enemy.
DontEatSmurfs Mar 7, 2023 @ 4:19am 
Originally posted by Arani:
Originally posted by Sgt art:
Nioh 2 had a lot like 12 and options in game menu to add more, buffs lasted way longer too
... and they were stronger. I mean still way too weak, but stronger. I'm nearly through the game and so far every single weapon buff or otherwise, the dmg resist buffs, the healing buff, the enemy debuffs and status buildups, all of it is just completely useless. Spending half of your total spirit to get a 2% buff for 10 seconds is nowhere near worth the effort.

Luckily there are a few spells that they forgot to balance and kinda make up for it, but while Wo Long has way fewer abilities and less bloat than Nioh 2 did, they both suffer from the same issue of most of the abilities / spells being just useless. Which is a shame. Elden Ring / Dark Souls suffered from far, far too few abilities and spells, but at least there almost every single one packed a punch and was genuinely useful.

you use these buffs to counter boss buffs, thats why its important to understanf the QI interactions, that tiger boss is metal if you bring your stone buff you will end that boss day, another example, lu bu when you miss and he ignites his weapon, you can end his weapon buff with your water QI
bruticus0 Mar 7, 2023 @ 7:26am 
There's loadouts you can preset from the Battle Preparation menu. You can access it from the flags.....
Arani Mar 7, 2023 @ 7:28am 
Originally posted by bruticus0:
There's loadouts you can preset from the Battle Preparation menu. You can access it from the flags.....
Loadouts are kinda pointless in a game where your gear and levels change all the time though. I'm sure it'll be great in endgame. :>
grandma_moses Mar 7, 2023 @ 7:29am 
The system emphasises taking the right spells for the right situations via the Five Affnities system. It's the games way of rewarding enemy and map knowledge even further.

Allowing people more spell slots, thus allowing them to easily carry with them multiple spells to counter whatever a level throws at you, makes no sense within the boundaries of the Five Affinities mechanic and should not be implemented.

You have to be reglemented in your spell selection for the system to make sense as only then player choice becomes a variable of gameplay. In layman's terms, there is no player agency / choice if you'd allow more spells to be readily available.

I can see where you are coming from, but implementing more spell slots goes against the design intent of the game's mechanics as showcased with the Five Affinites system.
Last edited by grandma_moses; Mar 7, 2023 @ 7:35am
Arani Mar 7, 2023 @ 8:06am 
Originally posted by grandma_moses:
The system emphasises taking the right spells for the right situations via the Five Affnities system. It's the games way of rewarding enemy and map knowledge even further.

Allowing people more spell slots, thus allowing them to easily carry with them multiple spells to counter whatever a level throws at you, makes no sense within the boundaries of the Five Affinities mechanic and should not be implemented.

You have to be reglemented in your spell selection for the system to make sense as only then player choice becomes a variable of gameplay. In layman's terms, there is no player agency / choice if you'd allow more spells to be readily available.

I can see where you are coming from, but implementing more spell slots goes against the design intent of the game's mechanics as showcased with the Five Affinites system.
It should also allow you to change your loadout upon joining coop. As it is, you can't. So you'll be stuck with whatever you had on you in a map you didn't plan it for. I hope they'll address that in the future.
I'm cucked Mar 7, 2023 @ 8:22am 
Couldn't agree more. The problem is that switching spells at the battle flags is needlessly annoying and cumbersome. Not in the sense that I want more spells to cast, but in the sense that Morale rank determines what spells I can cast, so I want to carry 0-3 spells for the first bit, then at Morale 7 switch to a new set. Being able to equip 8 spells instead of 4 would eliminate that problem, make everything more seamless, and would not affect the game negatively at all.
Last edited by I'm cucked; Mar 7, 2023 @ 8:23am
Taddy Mason Mar 7, 2023 @ 9:05am 
Originally posted by grandma_moses:
The system emphasises taking the right spells for the right situations via the Five Affnities system. It's the games way of rewarding enemy and map knowledge even further.

Allowing people more spell slots, thus allowing them to easily carry with them multiple spells to counter whatever a level throws at you, makes no sense within the boundaries of the Five Affinities mechanic and should not be implemented.

You have to be reglemented in your spell selection for the system to make sense as only then player choice becomes a variable of gameplay. In layman's terms, there is no player agency / choice if you'd allow more spells to be readily available.

I can see where you are coming from, but implementing more spell slots goes against the design intent of the game's mechanics as showcased with the Five Affinites system.
i understand your points, while still disagreeing with all of them. i can understand why you would think that, but i disagree, hence why i made the thread. the opinion is appreciated, nonetheless. i don't think adding more spell slots would take away from player agency/choice and would only give you more of that while not removing anything from players who know the maps and enemies. they just also have more spells to play with.
Taddy Mason Mar 7, 2023 @ 9:06am 
Originally posted by Sleve McDichael:
Couldn't agree more. The problem is that switching spells at the battle flags is needlessly annoying and cumbersome. Not in the sense that I want more spells to cast, but in the sense that Morale rank determines what spells I can cast, so I want to carry 0-3 spells for the first bit, then at Morale 7 switch to a new set. Being able to equip 8 spells instead of 4 would eliminate that problem, make everything more seamless, and would not affect the game negatively at all.
yeah, linking the spells to the morale system seems clunky and restrictive. i already unlocked the spells thru the leveling requirements. tacking on an arbitrary morale level to it just restricts usability of the spells even further than they already are implemented.
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Date Posted: Mar 7, 2023 @ 3:27am
Posts: 17